/* ============================= idGameBustOutWindow::UpdateGame ============================= */ void idGameBustOutWindow::UpdateGame() { int i; if ( onNewGame ) { ResetGameState(); // Create Board SetCurrentBoard(); gamerunning = true; } if ( onContinue ) { gameOver = false; ballsRemaining = 3; onContinue = false; } if ( onNewLevel ) { currentLevel++; ClearBoard(); SetCurrentBoard(); ballSpeed = BALL_SPEED * ( 1.f + ((float)currentLevel/5.f) ); if ( ballSpeed > BALL_MAXSPEED ) { ballSpeed = BALL_MAXSPEED; } updateScore = true; onNewLevel = false; } if(gamerunning == true) { UpdatePaddle(); UpdateBall(); UpdatePowerups(); for( i = 0; i < entities.Num(); i++ ) { entities[i]->Update( timeSlice, gui->GetTime() ); } // Delete entities that need to be deleted for( i = entities.Num()-1; i >= 0; i-- ) { if( entities[i]->removed ) { BOEntity* ent = entities[i]; delete ent; entities.RemoveIndex(i); } } if ( updateScore ) { UpdateScore(); updateScore = false; } } }
void Enemies::Update(float elapsedTime, float totalTime, std::list<Bullet*>* playerbullets, Bullet* bomb) { UpdateEnemies(elapsedTime, totalTime, playerbullets, bomb); UpdatePowerups(elapsedTime, totalTime); }